#pragma once

// determines the mass of the object
// as well as how easy it is to kill
#define STONE_DENSITY		1.0f
#define WOOD_DENSITY		0.8f
#define BIRD_DENSITY		0.05f
#define COCONUT_DENSITY		0.5f
#define EXPLOSIVE_DENSITY	0.1f
#define DEFAULT_DENSITY		0.5f

enum ObjectMaterial
{
	OBJECTMATERIAL_DEFAULT,
	OBJECTMATERIAL_COCONUT,
	OBJECTMATERIAL_STONE,
	OBJECTMATERIAL_WOOD,
	OBJECTMATERIAL_SAND,
	OBJECTMATERIAL_BIRD,
	OBJECTMATERIAL_EXPLOSIVE,
	OBJECTMATERIAL_CATAPULT,
	OBJECTMATERIAL_WORLD
};

float GetDensity(ObjectMaterial material);

#define BLACKBIRD_SCALE		0.12f
#define SEAGULL_SCALE		0.12f
#define PARROT_SCALE		0.12f
#define TOUCAN_SCALE		0.12f

#define CATAPULT_SCALE		30.0f

#define COCONUT_SCALE		0.15f
#define MULTINUT_SCALE		0.10f
#define ROCKETNUT_SCALE		0.10f
#define EXPLODENUT_SCALE	0.10f

#define COCONUT_RADIUS		3.0f
#define MULTINUT_RADIUS		3.0f
#define ROCKETNUT_RADIUS	3.0f
#define EXPLODENUT_RADIUS	3.0f

#define STONESPHERE_SCALE	1.0f

enum ObjectType
{
	OBJECTTYPE_DEFAULTSPHERE,
	WEAPONTYPE_NORMAL,
	WEAPONTYPE_MULTI,
	WEAPONTYPE_ROCKET,
	WEAPONTYPE_EXPLODE,
	BIRDTYPE_BLACKBIRD,
	BIRDTYPE_SEAGULL,
	BIRDTYPE_PARROT,
	BIRDTYPE_TOUCAN,
	OBJECTTYPE_CATAPULT,
	OBJECTTYPE_WOODBOX,
	OBJECTTYPE_STONEBOX,
	OBJECTTYPE_SANDBOX,
	OBJECTTYPE_EXPLOSIVEBOX,
	OBJECTTYPE_STONESPHERE,
	OBJECTTYPE_DEFAULTBOX
};

